I second that idea for the structural diagram, I've had similar challenges trying to find my way around the various data structures as well. Great idea. I'd be happy to add any input I can (but I'm also a reasonably immature user of Away3D).
Dave p.s. Not sure if you've come across this nice class diagram, it's not a data structure diagram, but it's worth knowing about if you haven't seen it (http://thephenomsden.files.wordpress.com/2008/12/away3d_2_2_class_diagram.p df) -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of bgr Sent: Friday, August 14, 2009 7:22 AM To: away3d.dev Subject: [away3d] Re: obj file elements I spent 5 minutes trying to identify where the hell is parsing in Frustum, Line2D and Plane3D :D Then came a thought that I should take a look at 3.4 Thanks for the help Fabrice! I think I got it from here, I've managed to parse all the objects, the problem was that they all were one level deeper where I didn't try to look, so I always got that there is only 1 child. I think away3d really needs a cheat sheet for structural things like this (I thought I should start making it but I still don't have enough experience with away3d) On Aug 13, 9:53 pm, Fabrice3D <[email protected]> wrote: > sure, you can access like any other meshes. > If your model is made with groups in your app, you will have then to > parse the containers to access > each each meshes. Look in geom package at some classes to see how > recursive parsing can be done. > > If you do export at devtime to AS3, the class would offer you a > class.meshes array, > accessing the model would be just a matter of passing an index. Like > mymesh = class.meshes[2]; > > Fabrice > On Aug 13, 2009, at 6:40 PM, bgr wrote: > > > > > Can I access separate model elements in obj file, so I don't have to > > break it up in multiple obj files? > >
